library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_ARITH.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
use WORK.COMMON.ALL;

entity Status is
port (
	CLK_MAIN, CLK_11, CLK_25, CLK_100, RST: in std_logic;
	NEW_PLAYER: in std_logic; -- 玩家位置
	NEW_CUT: in std_logic;
	NEW_TRUNKS: in ITrunkList; -- 树干数组，下标0表示最下面的树干
	NEW_HP: in std_logic_vector(9 downto 0); -- 血条
	NEW_SCORE: in std_logic_vector(9 downto 0);
	NEW_TIMER: in std_logic_vector(31 downto 0); -- 时间
	NOW_PLAYER: out std_logic;
	NOW_CUT: out std_logic;
	NOW_TRUNKS: out ITrunkList;
	NOW_HP: out std_logic_vector(9 downto 0);
	NOW_SCORE: out std_logic_vector(9 downto 0);
	NOW_TIMER: out std_logic_vector(31 downto 0)
);
end Status;

architecture Status_bhv of Status is
begin

	NOW_PLAYER <= NEW_PLAYER;
	NOW_CUT <= NEW_CUT;
	NOW_TRUNKS <= NEW_TRUNKS;
	NOW_HP <= NEW_HP;
	NOW_SCORE <= NEW_SCORE;
	NOW_TIMER <= NEW_TIMER;

--	process(CLK_MAIN, RST)
--	begin
--		if RST='1' then
--			NOW_PLAYER <= '0';
--			NOW_CUT <= PLAYER_CUT_NONE;
--			NOW_TRUNKS <= (others => TRUNK_N);
--			NOW_HP <= HP_MAXN;
--			NOW_TIMER <= (others => '0');
--		elsif CLK_MAIN'event and CLK_MAIN='1' then
--			NOW_PLAYER <= NEW_PLAYER;
--			NOW_CUT <= NEW_CUT;
--			NOW_TRUNKS <= NEW_TRUNKS;
--			NOW_HP <= NEW_HP;
--			NOW_TIMER <= NEW_TIMER;
--		end if;
--	end process;

end Status_bhv;
